AuthorTopic: Developer's Log (Read 67785 times)

You can now set character starting Energy on a team-by-team basis using the new Fatigue condition.

Fatigue take two parameters: army number and starting fatigue level. Starting fatigue level is a number between 0 and 1, and represents the percentage of a character's energy that will be missing at the start of a battle. 0 is 0% fatigue; 1 is 100% fatigue; 0.5 is 50% fatigue; and so on.

So, for example, this would make the player (army 0)'s characters start off with no Energy:

I've updated the map editor with a slew of bug fixes! There are no longer issues with loading or saving maps, and problems relating to loading the game's tilesets, objects and character classes have been resolved.

I've updated the map editor installers online; Map Editor Tier backers should download and replace their installs. (Note: you must also update your copy of the game itself if you want the updated map editor to work properly!)

You can now hold down Shift and mouse around the battlefield to get a description of whatever tiles the mouse cursor passes over, including tile type, damage, element, space bonuses, and current elevation.

Tiles now have a desc attribute describing the type of tile it is (Water, Grass, Dirt, Rock, Lava, etc.) This is displayed in the tile description pop-up.

I've finished adding in all the attributes for the new Cave tiles, and have given every tile in the game a description!

Doors now have a third state in addition to open and closed: locked! Locked doors cannot be opened without a key.

The game determines whether your character has a key in its inventory by looking for an item with useableWith="key"; if a character tries to open a locked door and the game finds a key in that character's inventory, the game will tell you that the door is locked and ask if you want to use a key. You can then use a key to open the door, or save your key for later.

If you have no key, the game simply won't let you open the door, and you'll have to either find a key or try bashing the door down.

Well, I took care of a bunch of administrative nonsense today, as well as designing and ordering a standing banner for use at conventions.

I've also made some headway in drafting advanced "promotion" classes. My original plan was to give the player a choice of multiple promoted classes upon promotion, a la the GBA Fire Emblem games, but it's becoming obvious that there's no way I can make that happen in a reasonable time frame. The sheer number of them would make balancing extremely difficult, and there are still too many character animations left for the regular classes as it is. So I'm going to handle this more like Shining Force / the more recent Fire Emblems: one promotion type per class (though I might consolidate a couple).

Here's what I have so far:

Whisper (Assassin Promotion) – Difficult to hit, incredibly mobile assassins. Can use Daggers and Throwing Knives. Gains +25% Dodge and +1 Speed. Learns Vanish (for the rest of the turn, makes it so the Whisper simply escapes the battlefield unharmed if reduced to zero health).

Nightstalker (Shadowling Promotion) – The nightstalker is a devious fighter, able to teleport around the battlefield and delude enemies into seeing false copies of itself. Learns Shadowport, Hallucination. Gains +2 Health and +2 Energy.

There will be two types: Pressure and Switch. Objects with Pressure triggers will activate the moment a land-based character or other object occupies its same space; Switch triggers will require the character to deliberately activate the object.

In addition to a type parameter, object triggers will have a second parameter: the name of the script to run when the item is triggered. Nice and simple.